dawn of torment

Developer: Paragon Games

Platform(s): PC

In Development


summary

A grimdark online survival arena game with examples of:

- Lore writing

- Community-driven story writing

- In-game text descriptions


project Overview

Having previously worked with Khaled (Paragon’s Creative Director) on Warfronts: Battle For Toria, I was brought onto Dawn Of Torment in the very early stages of development. Initially, I was brought on to establish the tone, lore and world of the IP. My role developed to involve consultation on various game design elements, which led to me writing and redrafting much of the game’s white paper (including descriptions for art concepts and UI mock-ups).

With the developers seeking investment for the project, I also wrote copy and consulted on social media engagement strategy from a narrative perspective to continue to develop the IP.

Lore and worldbuilding

My general brief was to design a post-apocalyptic fantasy world that was an amalgamation of Middle Ages Central Europe and Renaissance cultures. Unlike with Warfronts, we were aiming for more of a “grimdark” tone, taking inspiration from franchises such as Warhammer, Dark Souls and Diablo.

I developed a story synopsis of the events that took place prior to the current world state:

concepting

One of the main goals of the White Paper was to help potential players and investors visualise the game. It was important that these images created excitement for the IP and really sold the aesthetic and tone we were aiming for. I worked closely with the Creative Director and Art Lead to provide descriptions and reference material for the creation of a whole host of concept images and key art.

soulless mercenary

A dark swamp/marsh clearing, white-blue illumination from a huge full moon (partially obscured by the twisted branches of a dead tree).

Standing atop a pile of monster corpses (three to five, various sizes) – Our Soulless Mercenary. He stands idle, confident with his greatsword behind his back as he’s barely exerted himself. 

Unlike the other Mercenaries we’ve seen, much of his face is hidden by a large imposing metal helmet, through gaps in the helmet his eyes glow and ripple with blue flames. His armor is more impressive than the other mercenaries, with better craftsmanship, but not overtly “pretty” or “ornate” – (still a “survival” element with furs/hides/bones) – tough and functional. The arm that’s holding the greatsword is only partially covered by armor, revealing some muscular but rotten flesh beneath it.  Subtle blue “veins” ripple through the armor and the Mercenary’s exposed flesh as if it’s somehow “corrupted”. 

In the distance, a regular mercenary backs away from him, scared and out of his depth – no match for him.

visual references

final concept image

ui Mockups

Using Photoshop, I created simple designs and descriptions for the Art Lead to use for reference to create UI Mockups for the White Paper.

community storytelling

It was important for us to have a strategy in place for how we would connect and engage with potential players. Using the lore I had written for the prologue and worldbuilding, I created concepts for community-driven quests that would take place on our Discord server and Twitter feeds.

The idea behind these would be to build interest and excitement for the IP, and tying these into rewards to retain players and incentivise referrals.